This is our proprietary skill rating calculation. This has nothing to do with official game ranking or MMR.
The purpose is to show player skill levels relative to other players, not estimate MMR.
Heal for 80 every 1s for 10s after applying Astral Mark.
Reduce your active Cooldowns by 20% if a victim of your Void Grip dies within 4s of being hit by the ability.
Reduce your damage taken by 20% while Stellar Wind is active.
Increase the range at which you can use Void Grip by 30%.
Increase the range of Astral Mark by 20%.
All allies already affected by Astral Mark are Healed for an additional 285 when you use Astral Mark.
This is our proprietary skill rating calculation. This has nothing to do with official game ranking or MMR.
The purpose is to show player skill levels relative to other players, not estimate MMR.
Reset the Cooldown of Rocket Boots after falling to or below 20% Health.
Increase the Health of all your Turrets by 420.
When a Turret is destroyed, reduce your active Cooldowns by 15%.
Heal all of your Turrets for 360 every 1s while you are standing near them.
Heal for 75 every 1s while standing near any of your Turrets.
Dome Shield now costs 40% Ultimate charge and places a Flamethrower Turret with modified values and no Shield. Can have two active at once.
This is our proprietary skill rating calculation. This has nothing to do with official game ranking or MMR.
The purpose is to show player skill levels relative to other players, not estimate MMR.
Reduce your active Cooldowns by 20% after getting an Elimination.
Reduce the Cooldown of Hunter’s Mark by 4s.
Increase your Movement Speed by 15% while Hunter's Mark is active.
Heal for 600 after getting a Killing Blow on an enemy affected by Hunter’s Mark.
Increase the duration of Hunter's Mark by 1.7999999999999998s.
Hunter's Mark has 2 charges and grants its benefits to allies.
This is our proprietary skill rating calculation. This has nothing to do with official game ranking or MMR.
The purpose is to show player skill levels relative to other players, not estimate MMR.
Reduce the Cooldown of Shield by 0.8s. This card also increases the rate of Shield gain when using Aegis.
Apply a Knockback of 600 to enemies hit by Charge.
Increase the travel distance of Charge by 30%.
Gain a 600-Health Shield for 3s after you use Charge.
Reduce the Cooldown of Charge by 2.5s for every 1000 damage your Shield takes.
You now have 2 charges of Charge, each Charge deals an additional 100 damage, and you are Immune to Crowd Control while Charging, but the Cooldown of Charge is increased to 13s.
This is our proprietary skill rating calculation. This has nothing to do with official game ranking or MMR.
The purpose is to show player skill levels relative to other players, not estimate MMR.
Reduce the Cooldown of Shield by 0.8s. This card also increases the rate of Shield gain when using Aegis.
Apply a Knockback of 600 to enemies hit by Charge.
Increase the travel distance of Charge by 30%.
Gain a 600-Health Shield for 3s after you use Charge.
Reduce the Cooldown of Charge by 2.5s for every 1000 damage your Shield takes.
You now have 2 charges of Charge, each Charge deals an additional 100 damage, and you are Immune to Crowd Control while Charging, but the Cooldown of Charge is increased to 13s.
This is our proprietary skill rating calculation. This has nothing to do with official game ranking or MMR.
The purpose is to show player skill levels relative to other players, not estimate MMR.
Increase the duration of the Disarm applied by Savage Tear on hitting an enemy with maximum Curse stacks by 30%.
Hitting an enemy with Yokai Doll applies one extra stack of Curse once every -5s.
Your Savage Tear deals an additional 4% base damage per stack of Curse on your target.
Increase your maximum Health by 200.
Reduce the Cooldown of Savage Tear by 2.5s.
Increase your Ultimate charge rate by 3% and Movement Speed by 5% per stack of Curse currently on enemies.
This is our proprietary skill rating calculation. This has nothing to do with official game ranking or MMR.
The purpose is to show player skill levels relative to other players, not estimate MMR.
Increase the range of Astral Mark by 16%.
Increase your air control while using Stellar Wind by 42%.
Reduce your damage taken by 20% while Stellar Wind is active.
Increase your jump height by 24% while using Stellar Wind.
Heal for 80 every 1s for 10s after applying Astral Mark.
All allies already affected by Astral Mark are Healed for an additional 285 when you use Astral Mark.
This is our proprietary skill rating calculation. This has nothing to do with official game ranking or MMR.
The purpose is to show player skill levels relative to other players, not estimate MMR.
Reduce the Cooldown of Grappling Hook by 2s after activating Explosive Dodge.
Increase your maximum Health by 50.
Heal for 300 after hitting an enemy with Grappling Hook. Heal for {scale=200|100} if the enemy is a Frontline.
Reduce your active Cooldowns by 4s after getting a Killing Blow while in Burst Mode.
Reduce the cooldown of Explosive Dodge by 1.5s after activating Grappling Hook.
Overcharge your Grappling Hook to now pull non-Frontline Champions to VII. Reduce Grappling Hook’s damage by 100, its Charges by 1, and its Cooldown by 2s.
This is our proprietary skill rating calculation. This has nothing to do with official game ranking or MMR.
The purpose is to show player skill levels relative to other players, not estimate MMR.
Reduce the Cooldown of Grappling Hook by 2s after activating Explosive Dodge.
Increase your maximum Health by 50.
Heal for 300 after hitting an enemy with Grappling Hook. Heal for {scale=200|100} if the enemy is a Frontline.
Reduce your active Cooldowns by 4s after getting a Killing Blow while in Burst Mode.
Reduce the cooldown of Explosive Dodge by 1.5s after activating Grappling Hook.
Overcharge your Grappling Hook to now pull non-Frontline Champions to VII. Reduce Grappling Hook’s damage by 100, its Charges by 1, and its Cooldown by 2s.
This is our proprietary skill rating calculation. This has nothing to do with official game ranking or MMR.
The purpose is to show player skill levels relative to other players, not estimate MMR.
Reduce the Cooldown of Thrust by 65% after getting an Elimination.
Increase your maximum Health by 150.
Increase the explosion radius of Salvo by 30%.
Restore 30% of your maximum Booster fuel after using Thrust.
Reduce the Cooldown of Thrust by 100% after dropping to or below 20% Health.
Damage dealt when hitting an enemy directly with Rocket Launcher or Salvo is increased by 25%.
This is our proprietary skill rating calculation. This has nothing to do with official game ranking or MMR.
The purpose is to show player skill levels relative to other players, not estimate MMR.
Reduce the Cooldown of Blossom by 1.6s.
Reduce the Cooldown of Vine by 1s after hitting an enemy with Crippling Throw.
Hitting an enemy with Crippling Throw reduces the Cooldown of Blossom by 2.4s.
Reduce your active Cooldowns by 20% after getting an Elimination.
Reduce your damage taken by 24% for 4s after using Blossom.
Heal for a burst of 500 and an additional 300 over 2s in a 50 unit radius at your location when you finish Vining. Curative (+20% Healing)
This is our proprietary skill rating calculation. This has nothing to do with official game ranking or MMR.
The purpose is to show player skill levels relative to other players, not estimate MMR.
Reset the Cooldown of Rocket Boots after falling to or below 20% Health.
Increase the Health of all your Turrets by 420.
When a Turret is destroyed, reduce your active Cooldowns by 15%.
Heal all of your Turrets for 360 every 1s while you are standing near them.
Heal for 75 every 1s while standing near any of your Turrets.
Dome Shield now costs 40% Ultimate charge and places a Flamethrower Turret with modified values and no Shield. Can have two active at once.
This is our proprietary skill rating calculation. This has nothing to do with official game ranking or MMR.
The purpose is to show player skill levels relative to other players, not estimate MMR.
Reduce the Cooldown of Disengage by 5s.
Increase your maximum Ammo by 2.
Reset the Cooldown of Dodge Roll after dropping to or below 15% Health.
Heal for 150 over 2s for each enemy hit by Blast Shot.
Increase the Knockback applied to enemies by Disengage by 40%.
Blast Shot has its damage increased by 150 and its Cooldown decreased by 2s.
This is our proprietary skill rating calculation. This has nothing to do with official game ranking or MMR.
The purpose is to show player skill levels relative to other players, not estimate MMR.
Reduce the Cooldown of Thrust by 65% after getting an Elimination.
Increase your maximum Health by 150.
Increase the explosion radius of Salvo by 30%.
Restore 30% of your maximum Booster fuel after using Thrust.
Reduce the Cooldown of Thrust by 100% after dropping to or below 20% Health.
Damage dealt when hitting an enemy directly with Rocket Launcher or Salvo is increased by 25%.
This is our proprietary skill rating calculation. This has nothing to do with official game ranking or MMR.
The purpose is to show player skill levels relative to other players, not estimate MMR.
This is our proprietary skill rating calculation. This has nothing to do with official game ranking or MMR.
The purpose is to show player skill levels relative to other players, not estimate MMR.
Reset the Cooldown of Rocket Boots after falling to or below 20% Health.
Increase the Health of all your Turrets by 420.
When a Turret is destroyed, reduce your active Cooldowns by 15%.
Heal all of your Turrets for 360 every 1s while you are standing near them.
Heal for 75 every 1s while standing near any of your Turrets.
Dome Shield now costs 40% Ultimate charge and places a Flamethrower Turret with modified values and no Shield. Can have two active at once.
This is our proprietary skill rating calculation. This has nothing to do with official game ranking or MMR.
The purpose is to show player skill levels relative to other players, not estimate MMR.
Reduce the Cooldown of Shield by 0.8s. This card also increases the rate of Shield gain when using Aegis.
Apply a Knockback of 600 to enemies hit by Charge.
Increase the travel distance of Charge by 30%.
Gain a 600-Health Shield for 3s after you use Charge.
Reduce the Cooldown of Charge by 2.5s for every 1000 damage your Shield takes.
You now have 2 charges of Charge, each Charge deals an additional 100 damage, and you are Immune to Crowd Control while Charging, but the Cooldown of Charge is increased to 13s.
This is our proprietary skill rating calculation. This has nothing to do with official game ranking or MMR.
The purpose is to show player skill levels relative to other players, not estimate MMR.
This is our proprietary skill rating calculation. This has nothing to do with official game ranking or MMR.
The purpose is to show player skill levels relative to other players, not estimate MMR.
Reduce the Cooldown of Disengage by 5s.
Increase your maximum Ammo by 2.
Reset the Cooldown of Dodge Roll after dropping to or below 15% Health.
Heal for 150 over 2s for each enemy hit by Blast Shot.
Increase the Knockback applied to enemies by Disengage by 40%.
Blast Shot has its damage increased by 150 and its Cooldown decreased by 2s.
This is our proprietary skill rating calculation. This has nothing to do with official game ranking or MMR.
The purpose is to show player skill levels relative to other players, not estimate MMR.
Reduce the Cooldown of Disengage by 5s.
Increase your maximum Ammo by 2.
Reset the Cooldown of Dodge Roll after dropping to or below 15% Health.
Heal for 150 over 2s for each enemy hit by Blast Shot.
Increase the Knockback applied to enemies by Disengage by 40%.
Blast Shot has its damage increased by 150 and its Cooldown decreased by 2s.